What WmDOT does is build out the highway network rather than compete with you. It select a capital and builds out the highway network from there, with higher weightings on connecting cities that are higher in population and close together. It can work through a 256x256 map inside a couple of years.

It is also designed to allow multiple instances to work together (each instance selects its own capital/starting point).

I downloaded it from Bananas, it doesn't work 'out of the box'. I had to copy your road pathfinder to the library directory. Could you come up with a solution so that this won't be needed?

Version 3 is up (here and Bananas) that should solve the issue. I've moved the pathfinder to a dedicated file rather than trying to use it as a library. Maybe I can convince them to update the Road Pathfinder in the meantime...

Brumi wrote:

By the way - for the revenue stream you can make some airplanes between reasonably sized towns (=accept goods) or if aircraft are disabled, you can make some bus routes between same towns...

I'm in the process of examining the possibilities... I have a few ideas but both of your suggestions are probably the easiest to program... Stay tuned At this point, I mostly wanted to get it out there - the exposure helps move the project along

If you include it, the AI will not be selected by OpenTTD as a random AI. You might want to consider this for AIs which has the main purpose of providing background services rather than operating transport companies.

However, if your plan is to actually operate bus/truck transport on your highways, then I don't see any reason why your AI can't be included as a random AI.

It is practically impossible to teach good programming to students that have had a prior exposure to BASIC: as potential programmers they are mentally mutilated beyond hope of regeneration. --Edsger Dijkstra

Thanks for the report Zuu. It seems fixing one problem (rebuilding HQ on reload) has created another (a missing function). The function in question has been written, so I'll try an post an update tomorrow. In the mean time, destroying the company HQ, and then reloading the AI would allow you to continue.

I'm glad that you found it useful. I've noticed that in the current version Log.Warning does produce an AILog.Error() call. This will be fixed in the next release, but I don't see it as a very important issue, just though it might be useful to know if you try to use it and don't get the expected behaviour.

I really liked the idea of this AI when I found it by chance on BaNaNaS, and used it in a game, along with TownCars, for some nice eyecandy and obstacles.It started out fine building a nice road network between the towns, but later on it began messing up the routes, like you can see on the screenshot. I did use the company change cheat to give both AIs a nice amount of cash to work with, and later used it again to clean up some mess WmDOT made in an area that I needed to build in.

Notice that version 4 (revision 52d) of your AI is used, guess that was the newest version around when I started the game. OpenTTD version is 1.1.0.

_________________* @Belugas wonders what is worst... a mom or a wife...<Lakie> Well, they do the same thing but the code is different.______________My patchescheck my wiki page (sticky button) for a complete list

I really liked the idea of this AI when I found it by chance on BaNaNaS, and used it in a game, along with TownCars, for some nice eyecandy and obstacles.It started out fine building a nice road network between the towns, but later on it began messing up the routes, like you can see on the screenshot. I did use the company change cheat to give both AIs a nice amount of cash to work with, and later used it again to clean up some mess WmDOT made in an area that I needed to build in.

Notice that version 4 (revision 52d) of your AI is used, guess that was the newest version around when I started the game. OpenTTD version is 1.1.0.

Just for you Roujin, I added a "Cleanup Crew" to WmDOT, new for version 6. It helps, but isn't perfect. You see, WmDOT will (now) only build one road between each town pair, but later on, those town pairs can be across the map. The result is WmDOT will still sometimes build several routes parallel to each other. I'm not sure how to fix the problem more as WmDOT really has no conception of the network as a whole or really the map as a whole. Suggestions on how to improve this are welcome!

Unfortunately, this won't help you with your current game as the Cleanup Crew is run as part of the building procedure.

Below is a sample of the improvement Cleanup Crew makes. It's the same map, run for ~30 year with WmDOT v5 and ~40 years with WmDOT v6.

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